Base Class: Sorcerer
The powers of magic had not come to those who wielded Runic Firearms naturally. Through decades of research, those wielding the powers of these firearms became feared due to their abilities on the battlefield.
Spell crystals
The powers of a runic firearm user come from their crystals, of which hold their spells. By infusing small crystals which serve as bullets with spells, the caster is able to fire magic through their weapon of choice. The user can use their spell slots to create crystals or spend 2 spell slots of the prior level to create a higher level crystal. The crystals reset upon a long rest to be infused with magic once more.
Crystals of alternative classes can be created so long as a scroll of the spell is with the user, but require 5gp to infuse the spell for every level past first.
While they will primarily activate due to magic being injected into them, they can explode once shattered. If they are shattered then a 10ft sphere around the crystal is impacted by the spell cast onto it.
The Big Guns
Beginning at the 3rd level you are able to pick a new firearm type(gaining another choice every 2 levels). Ray firearms(Pistol, Shotgun, Rifle) transform any saving throws into a roll to hit. Explosive firearms(Grenade launcher, RPG, Grenades) cause a 10ft sphere to be affected by the spell(increasing by 5 ft for every spell level), forcing a saving throw(varies on the spell, if it would not otherwise call for a saving throw it is a dex saving throw).
Bolt Action Rifle
Range 150/600 feet. Fires out a ray of magic, granting advantage to hit and damage rolls so long as no movement is taken.. If the player takes movement on their action they have disadvantage on any attack rolls using this weapon. Can hold 1 spell crystal at a time, takes a bonus action to reload as long as no movement was taken.
Grenade Launcher
Fires off sticky grenades which are detonated as a bonus action. Range: 60/150ft, takes an action to launch a grenade. Holds 4 sticky grenades, takes an action to reload.
Grenades
Range 60/130, causes an explosion for a 10ft sphere expanding by 5ft for every spell level forcing a dex saving throw. Can be set as a trap to detonate at a specified time or by a person stepping on a wire. Can be given to other party members to throw.
Pistol
Range: 30/90 feet, fires a burst of energy from the pistol when shot. Silent and can be concealed. Up to 6 crystals can be loaded at once, takes 1 bonus action to reload.
RPG
Range 100/200ft, Fires off a rocket with assisted aim, granting double the hit modifier on your roll. Holds 1 crystal, takes 1 action to reload. As a bonus action, you can fire the RPG behind yourself, granting forced movement(roll for performance as dictated by a certain dm)
Shotgun
Range: 30/90ft, fires off a blast in a cone spread. Any creature standing within 5 feet of the primary target takes half as much spell damage.
Quick Change
After having become more experienced with your weaponry, it now takes a bonus action to change to a different gun type instead of a full action.
Eagle Eye
After having trained extensively in your arts, you've gained expertise in perception and investigation.
Trained body
At the 18th level, you gain immunity to self-inflicted explosions, have fun as a kamikaze expert!
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